The author is a Forbes contributor. The opinions expressed are those of the writer.

Loading ...

Loading ...

This story appears in the {{article.article.magazine.pretty_date}} issue of {{article.article.magazine.pubName}}. Subscribe

We’re going to go about Limited (Sealed and draft) card assessment differently for the Magic: The GatheringReturn to Ravnica set. Normally we’d just break things down by color, but since there’s a huge focus and incentive to go with guild affiliated cards in Return to Ravnica we’re going to assess things one guild at a time. We’ll begin our journey through Return to Ravnica with the set’s Azorius cards and provide some reasons why Azorius may be the guild of choice at the prerelease, in sealed deck, and in draft – And some why it shouldn’t. We’ll tackle the guild cards first, and then go over unaffiliated white and blue cards.

Azorius Arrester

Any card featuring detain is both deadly and versatile, as it can remove critical blockers, attackers, and support. This is a rather unexciting body to attach to the effect, but it will likely make the cut when push comes to shove. Probably not a high pick, but players will be happy to include it. B

Azorius Justicar

Two detains! The price is significant for a 2/2, but the double detain is extremely relevant. Against a lot of decks this is like getting in a free full swing that the opponent can’t even retaliate against. It’s a setup card, but there are plenty of ways to use this guy even outside of Azorius templates – Red’s high power lineup is going to work remarkably well against opponents that can’t block. B

Martial Law

This is an excellent way to start a deck off, and a very viable first pick. Players will be able to eliminate the greatest threat every single turn. If something bigger and better comes along, it can be switched to handle the new one. It’s like Prison Term only much more versatile, and should be a high consideration when available. A

Inaction Injunction

Is not the best option available, but it does replace itself nicely. Use this to sneak vital targets through or just delay while evasive creatures do work. More useful than it looks, but not a high profile pick. C

Isperia’s Skywatch

Detain and a flying body is great, though it is expensive. It’s common slotted for play and it will make the cut some of the time, but be painfully aware that six mana is quite a bit to pay for a 3/3 flyer, even with the bonus. C+

Soulsworn Spirit

Anytime a creature has “is unblockable” in the text it’s probably a good idea to take a long look at Limited applications. 2 power and detain baked in makes Soulsworn Spirit not quite on par with the power of something like Latch Seeker, but absolutely relevant and a solid pick. B+

Tower Drake

Tower Drake is a solid evasive option in the common slot. This card can be played even without Azorius backup, but gains value if the toughness can be pumped. B-

Archon of the Triumvirate

Archon of the Triumvirate is slow but devastating. If it gets on the board and sticks, the opponent is probably going to lose. That said, 7 mana is a considerable investment for a 4 power creature with no protection, and even though the format appears to be slow – Archon of the Triumvirate is really slow. Players choosing Azorius at the prerelease will receive a promo copy of this card to play with. While it’s absolutely a game winner, many games will end before this thing can saunter onto the field. A-

Azorius Charm

Like several of the other charms, Azorius Charm stands out as a big winner. Evasive creatures can attack recklessly while firing off detains and cause a massive life gap. The charm can be swapped for another useful card if drawn dead late, and also functions as a spot removal spell. This is a high pick for players looking to enjoy the evasive detain game of the Azorius, and is an excellent staple. B+

Detention Sphere

As a rare players won’t see a lot of Detention Sphere but it doesn’t get much better for removal options. Against Selesnya decks the additional effect may even be relevant, but most of the time this is going to simply take out the opponent’s best card. That’s a fairly good deal for 3 mana and should be selected as such. A

Dramatic Rescue

Much better than it looks, Dramatic Rescue can be played in a wide variety of settings. The simplest way is as a quick lifegain spell attached to an Unsummon, and that’s just fine. Things can get tricky with detain creatures, as a player can block with one and then shoot it back, then play it again during his turn to take out a critical blocker. Dramatic Rescue is a very powerful combat trick and has a high degree of synergy with other Azorius creatures, but probably isn’t worth a high pick. Get them late. B-